Xenos - Drukhari - Space Pirates - (650 pts)
Army Roster (Xenos - Drukhari) (650 pts)
Configuration
Battle Size Incursion (1000 Point limit)
Detachment Skysplinter Assault
Rules: Rain of Cruelty, Corsairs and Travelling Players
Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Legends are visible
Character (225 pts)
Death Jester (1) Rules: Lone Operative, Battle Focus, Disparate Paths
(90 pts) Unit: Death Jester
Abilities: Death is Not Enough, Cruel Amusement, Invulnerable Save[1], Flip Belt, Travelling Players
Melee Weapons: Jester's Blade
Ranged Weapons: Shrieker Cannon
Shadowseer (1) Shuriken Pistol
(60 pts)
Rules: Stealth, Leader, Battle Focus, Disparate Paths, Psychic, Pistol, Assault
Abilities: Leader, Invulnerable Save[1], Fog of Dreams (Psychic), Treacherous Illusion (Psychic), Travelling
Players, Flip Belt
Unit: Shadowseer
Melee Weapons: Miststave
Ranged Weapons: Shuriken Pistol (x2) (x2)
Troupe Master (1) Shuriken Pistol, Harlequin's Special Weapon
(75 pts)
Rules: Battle Focus, Leader, Disparate Paths, Devastating Wounds, Pistol, Assault
Abilities: Invulnerable Save[1], Leader, Choreographer of War, Cegorach’s Favour:, Flip Belt, Travelling
Players
Unit: Troupe Master
Melee Weapons: Harlequin's Special Weapon
Ranged Weapons: Shuriken Pistol (x2) (x2)
Infantry (255 pts)
Troupe (5) • Lead Player: Shuriken Pistol, Harlequin's Blade
(85 pts) • 4x Player with Harlequin's Blade
Rules: Battle Focus, Devastating Wounds, Pistol, Assault
Abilities: Invulnerable Save[1], Dance of Death, Flip Belt
Unit: Troupe (x15) (x30)
Melee Weapons: Harlequin's Blade (x6) (x12)
Ranged Weapons: Shuriken Pistol (x6) (x12)
Troupe (5) • Lead Player: Shuriken Pistol, Harlequin's Blade
(85 pts) • 4x Player with Harlequin's Blade
Rules: Battle Focus, Devastating Wounds, Pistol, Assault
Abilities: Invulnerable Save[1], Dance of Death, Flip Belt
Unit: Troupe (x15) (x30)
Melee Weapons: Harlequin's Blade (x6) (x12)
Ranged Weapons: Shuriken Pistol (x6) (x12)
Troupe (5) • Lead Player: Shuriken Pistol, Harlequin's Blade
(85 pts) • 4x Player with Harlequin's Blade
Rules: Battle Focus, Devastating Wounds, Pistol, Assault
Abilities: Invulnerable Save[1], Dance of Death, Flip Belt
Unit: Troupe (x15) (x30)
Melee Weapons: Harlequin's Blade (x6) (x12)
Ranged Weapons: Shuriken Pistol (x6) (x12)
Vehicle (170 pts)
Razorwing Jetfighter (1) Twin Splinter Rifle, Two dark lances
(170 pts)
Rules: Deadly Demise D3, Stealth, Power from Pain, Rapid Fire, Assault, Twin-linked, Anti-
Abilities: Invulnerable Save[2], Ground Attack Craft
Unit: Razorwing Jetfighter
Melee Weapons: Bladed Wings
Ranged Weapons: Razorwing Missiles - Monoscythe Missiles, Razorwing Missiles - Neurotoxin Missiles,
Razorwing Missiles - Shatterfield Missiles, Dark Lance (x2) (x2), Twin Splinter Rifle
Rules:
Rain of Cruelty Each time a Drukhari unit from your army disembarks from a Transport, until the end of the turn, that unit’s ranged weapons
have the [IGNORES COVER] ability and that unit’s melee weapons have the [LANCE] ability.
Corsairs and Travelling If your Army Faction is ^^Drukhari^^, you can include ^^Harlequins^^ and ^^Anhrathe^^ units in your army, even though they
Players do not have the ^^Drukhari^^ Faction keyword. The combined points value of ^^Harlequins^^ and/or ^^Anhrathe^^ units you
can include in your army depends on the battle size, as follows:
% Incursion: Up to 250 pts
% Strike Force: Up to 500 pts
% Onslaught: Up to 750 pts
No ^^Harlequins^^ or ^^Anhrathe^^ models included in your army in this way can be your ^^Warlord^^, and they cannot be
given Enhancements.
Lone Operative Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model is within
12".
Battle Focus If your Army Faction is AELDARI, at the start of the battle round, you receive a number of Battle Focus tokens based on the
battle size, as shown below:
% Incursion - 2
% Strike Force - 4
% Onslaught - 6
Each time one of the triggers shown in the Agile Manoeuvres section of your codex occurs, you can spend one Battle focus
token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it
has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot
trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens
are lost.
Disparate Paths When mustering you army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction
keyword. Unless otherwise stated, you cannot select Harlequins or Ynnari as your Army Faction.
Stealth If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.
Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.
Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.
Psychic Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word 'Psychic'. If
a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been
inflicted by a Psychic Attack.
Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.
If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.
Assault Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models
equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot,
you can only resolve attacks using Assault weapons its models are equipped with.
Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack
(including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking
unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.
Deadly Demise D3 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Power from Pain If your Army Faction is DRUKHARI, units from your army with this ability can become Empowered Through Pain. This is done
using Pain tokens.
GAINING PAIN TOKENS
If your Army Faction is Drukhari, you gain Pain tokens as follows:
% At the start of the battle, depending on the battle size:
COMBAT PATROL - 1 PAIN TOKEN
INCURSION - 2 PAIN TOKENS
STRIKE FORCE - 3 PAIN TOKENS
ONSLAUGHT - 4 PAIN TOKENS
% Each time an enemy unit is destroyed, you gain 1 Pain token.
% Each time an enemy unit fails a Battle-shock test, you gain 1 Pain token.
Each time you gain a Pain token, keep it to one side – this is your Pain token pool.
EMPOWERED THROUGH PAIN
At the start of any phase, you can expend one or more Pain tokens from your Pain token pool. Each time you do, select one
unit from your army with the Power from Pain ability. Until the end of the phase, that unit is Empowered, and gains the
abilities listed below, depending on the phase.
% Empowered in the Movement or Charge phase:
%æ You can re-roll Advance or Charge rolls made for that unit.
% Empowered in the Shooting or Fight phase:
%æ Each time a model in that unit makes an attack, you can re-roll the Hit roll and, if it is a melee attack, improve the Armour
Penetration characteristic of that attack by 1.
Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.
Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.
Anti- Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a
weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.
Unit M T SV W LD OC
Death Jester 8" 3 6+ 4 6+ 1
Shadowseer 8" 3 6+ 4 6+ 1
Troupe Master 8" 3 6+ 4 6+ 1
Troupe (x15) (x15) 8" 3 6+ 1 6+ 1
Razorwing Jetfighter 20+" 8 4+ 10 6+ 0
Abilities
Death is Not Enough
In your Shooting phase, after this model has shot, select one enemy unit (excluding Monsters and Vehicles) hit by one or more of those attacks. That enemy
unit must take a Battle-shock test. If one or more of those attacks destroyed a model in that enemy unit, subtract 1 from that test.
Cruel Amusement
In your Shooting phase, each time this model is selected to shoot, select one of the abilities below. Until the end of the phase, this model’s Shrieker Cannon
has that ability:
% [IGNORES COVER]
% [PRECISION]
% [SUSTAINED HITS 3]
Invulnerable Save[1]
This unit has a 4+ Invulnerable save
Flip Belt
Each time the bearer's unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer
can be moved during that move.
Travelling Players
Unless otherwise stated, you cannot include more than one of this model in your army.
Leader
This model can be attached to the following unit:
% Troupe
Fog of Dreams (Psychic)
While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18".
Treacherous Illusion (Psychic)
Melee weapons equipped by enemy models have the [Hazardous] ability while targeting this model's unit.
Choreographer of War
While this model is leading a unit, each time a model in that unit makes a Pile In or Consolidate move, it can move up to 6" instead of 3". In addition, it does
not need to end that move closer to the closest enemy model, provided it ends as close as possible to the closest enemy unit.
Cegorach’s Favour:
Each time this model makes a melee attack you can re-roll a Hit roll of 1 and add 1 to the Wound roll.
Dance of Death
At the start of the Fight phase, select one of the following abilities for this unit to gain until the end of the phase:
% Hero's Prowess: Each time a model in this unit makes an attack, re-roll a Hit roll of 1.
% Villain's Doom: Each time a model in this unit makes an attack, add 1 to the Wound roll.
% Trickster's Grace: Each time an attack targets this unit, subtract 1 from the Hit roll.
Invulnerable Save[2]
This unit has a 6+ Invulnerable save
Ground Attack Craft
Each time this model makes a ranged attack that targets an enemy unit (excluding units that can Fly), add 1 to the Hit roll.
Melee Weapons Range A WS S AP D Keywords
Jester's Blade Melee 4 2+ 4 0 1 -
Miststave Melee 4 2+ 5 -1 D3 Psychic
Harlequin's Special Weapon Melee 6 2+ 4 -1 2 Devastating Wounds
Harlequin's Blade (x6) (x6) Melee 5 3+ 3 -1 1 Devastating Wounds
Bladed Wings Melee 3 4+ 6 0 1 -
Ranged Weapons Range A BS S AP D
Shrieker Cannon 24" 3 2+ 6 -2 2
Shuriken Pistol (x2) (x2) 12" 1 2+ 4 -1 1
Assault, Pistol
Shuriken Pistol (x6) (x6) 12" 1 3+ 4 -1 1
Assault, Pistol
Razorwing Missiles - Monoscythe Missiles 48" D6 3+ 6 -1 2
Blast
Razorwing Missiles - Neurotoxin Missiles 48" D6+3 3+ 2 0 1
Anti-Infantry 2+, Blast
Razorwing Missiles - Shatterfield Missiles 48" D6 3+ 7 -1 1
Blast
Dark Lance (x2) (x2) 36" 1 3+ 12 -3 D6+2
Twin Splinter Rifle 24" 2 3+ 2 0 1
Anti-Infantry 3+, Assault, Rapid Fire 1, Twin Linked